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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21


stupid_chris

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28 minutes ago, Starwaster said:

If the 'must go down' option is enabled then those chutes won't deploy until they have negative vertical velocity. (down)

Also, Stage Recovery doesn't require the chutes to have been deployed or (at least last time I checked) to have even been armed. All it requires is that they are on the part(s) you want recovered.

Thanks Starwaster. :)

The 'must go down' effect is enabled, but my issue is the booster stage smashing into the ground without chutes opening, so it's fair to say there was some downward motion :)

I suspect I'm not getting the stage back because it is still in render range, so it's destroyed rather than recovered. I only mentioned stage recovery really to explain my motives for chuting the spent stages. I did a little more experimenting, switching between the stages during descent.  And it looks like every time I switch active vessel the chutes disarm.

Edited by Chippy the Space Dog
typo
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8 minutes ago, Chippy the Space Dog said:

Thanks Starwaster. :)

The 'must go down' effect is enabled, but my issue is the booster stage smashing into the ground without chutes opening, so it's fair to say there was some downward motion :)

I suspect I'm not getting the stage back because it is still in render range, so it's destroyed rather than recovered. I only mentioned stage recovery really to explain my motives for chuting the spent stages. I did a little more experimenting, switching between the stages during descent.  And it looks like every time I switch active vessel the chutes disarm.

Point conceded. If they smashed into the ground then maybe there's a possibility that they were heading downwards :P

I wonder if maybe setting the timer on them might help? (it's in the settings screen for the chutes when you're editing them...)

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1 minute ago, Starwaster said:

Point conceded. If they smashed into the ground then maybe there's a possibility that they were heading downwards :P

I wonder if maybe setting the timer on them might help? (it's in the settings screen for the chutes when you're editing them...)

Thank you, I'll see if that's practical.  I suspect if the chute is disarming the timer will disarm too. I expect to be reusing this rocket 4-5 times only, and I doubt after that I'll have issues later with not getting out of range. I only stage it just now because it seems to survive re-entry in 2 parts, but not in one. It's extremely early in the game and the rockets aren't -that- expensive, so I can swallow the loss. I only brought it up because I know that when not using Realchute chutes on other stages do deploy when in visual range is all.  

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I stopped playing for awhile and came back to find that the reentry physics were a bit more lethal than I remember a year or so ago.

For the first time I am considering the use of a drogue chute, but I must confess I do not really see the point of using drogues if they deploy at basically the same speeds as a regular chute.  Why bother?  What is the point of a drogue chute if it does not actually slow down the hot part of your reentry?

Please help me understand.

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On 6/13/2016 at 2:48 AM, Chippy the Space Dog said:

 

Hi folks.

I'm sorry that I havent supplied a log at this stage, as I just want to ask a general question. I'm using stage recovery to recover spent stages so I fit chutes onto my booster stage. I have a rocket with 4 chutes, two on the booster and two on the payload. All 4 chutes are configured identically and armed at the same time. After I separate my stages, thechutes on my payload (active vessel) deploy, but the chutes on my free falling booster don't, even while the stage is still in render range. When not using realchute this generally works for me. Is this a known issue or am I doing something wrong? 

I'm having a similar but opposite problem. I'm using Stage Recovery and while I'm aware you don't need to deploy the parachutes, it can be useful to slow down dropped stages from smashing into the ground before they leave physics range. However, the problem is that armed parachutes on detached stages doesn't obey the "must be going down" deployment parameter. They will deploy instantly once separated. 

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On 4/24/2016 at 6:18 PM, jstnj said:

KSP: KSP: 1.1 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit

Problem: RealChute size uncustomizable

Mods installed:
Filter Extensions - 2.5
AutoAsparagus - 2.2
Chatterer - 0.9.8.1230
Community Resource Pack - 0.5
Connected Living Space - 1.2.0.9
Contract Configurator - 1.10.4
Contract Pack: Clever Sats - 1.0.0.1
Contract Pack: Field Research - 1.1.7
Contract Pack: Giving Aircraft a Purpose - 1.2.3
Contract Pack: Bases and Stations - 3.2.1
Contract Pack: RemoteTech - 2.0.2
Contract Pack: Grand Tours - 0.1.10
Rover Missions - 0.1.3
Contract Pack: Unmanned Contracts - 0.3.19.1
DMagic Orbital Science - 1.2.3
CapCom Mission Control On The Go - 1.0.2.1
Contracts Window Plus - 1.0.6.2
Dynamic Deflection - 1.2.1
EditorExtensionsRedux - 3.2.1.9
Ferram Aerospace Research - 0.15.6.1
Firespitter - 7.2.1
Kerbal Engineer Redux - 1.1.0.2
Kerbal Joint Reinforcement - 3.1.5
Advanced Fly-By-Wire - 1.7
KSP-AVC Plugin - 1.1.6.1
KWRocketryRedux - 3.0.1
Modular Rocket Systems - 1.12.6
ModularFlightIntegrator - 1.1.3
Docking Port Alignment Indicator - 6.3
EVAHandrailsPackContinued - 0.2.1.1
Pilot Assistant - 1.12.5
PlanetShine - 0.2.5
Procedural Parts - 1.2
RealChute - 1.4
RealPlume - Stock - 0.10.6
Real Scale Boosters - 0.12.2
RemoteTech - 1.6.11
SCANsat - 1.1.6
ShipManifest - 5.0.9
SpaceTux: Shared Assets - 0.3.9
TextureReplacer - 2.4.13
Universal Storage - 1.1.0.11
Waypoint Manager - 2.5
WildBlueTools - 1.1.1
Mark One Laboratory Extensions - 0.5.0.8

Reproduction steps:

Go to VAB, try to change size:

mgGsmU2.jpg

 

also, is the node supposed to attach like this? 

 

A1j9VEv.jpg

That is A LOT of mods. My computer can't even handle Half of it.

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Hello and greetings to all.

I am trying to realchutes basically do the following.

1. Ability to arm chutes prior to 'stage' event

2. The armed chutes can set to deploy only when going down

AND

3. Once they have started heading down to use the timer to wait for a set length of time prior to start of deployment.

 

There is the options to set this, but it seems that even with the must go down to deploy, if the 'wait' option is set it overrides the 'must go down'.

Is there any way to cascade these options?  Basically to make them 'And' with each other and also ability to have the options "Or'd" as well.

 

Thanks for this great mod.  Have used it since it came out.  Great stuff SC.

also, how's Gunther these days????

 

Cheers.

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I don't know how open to suggestions you are, but I think an LES that is compatable with this mod would be a great feature. My reason being that if you abort on the ground or too close to the ground, you crash because your parachutes don't have time to deploy. Downloading a whole other mod with loads of parts other than an LES just to get an LES seems silly if you're not going to use the other parts in the mod. Creating one out of existing parts in-same defeats the purpose of having a stock one.

If there is a mod that adds just a better LES and I'm missing it, can someone tell me?

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@Jackaroo0505

You need to open the Action Group Editor in order to edit chute parameters. If you are in Career Mode and haven't unlocked the AGE then right click the chute and click 'toggle info'

@Joeybafoey

I don't think there is an LES only mod. The KSP stock LES however can be made serviceable with the following Module Manager patch as of KSP 1.1.2

@PART[LaunchEscapeSystem]
{
	@MODULE[ModuleEnginesFX]
	{
		transformMultipliers
		{
			trf0 = 0.0027
			trf1 = 0.249325
			trf2 = 0.249325
			trf3 = 0.249325
			trf4 = 0.249325
		}
	}
}

That will steer it to one side without causing it to do cartwheels.

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10 minutes ago, Starwaster said:

@PART[LaunchEscapeSystem] { @MODULE[ModuleEnginesFX] { transformMultipliers { trf0 = 0.0027 trf1 = 0.249325 trf2 = 0.249325 trf3 = 0.249325 trf4 = 0.249325 } } }

This is kind of embarassing: I have no idea how to apply that to the game.

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14 minutes ago, Joeybafoey said:

This is kind of embarassing: I have no idea how to apply that to the game.

Create a file name LES_Fix.cfg

Edit that file and paste the contents into it. Then save.

And you need to have Module Manager installed. But since you already have mods installed you probably already have MM.

(basically it's a patch that gets applied to the game when you launch KSP)

Edited by Starwaster
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On 7/2/2016 at 5:33 PM, Pirke said:

Just to let you know, real chute and kerbal inventory system don't work properly together: 

Just to be clear.....

The thread you quoted was for KAS (Kerbal Attachment System).  This is a totally different thing from Kerbal Inventory Ssytem (KIS).  KAS currently works with 1.1.3, KIS does not.  So if you really are using KIS instead of KAS, that would be your problem.

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On 6/29/2016 at 7:23 PM, Joeybafoey said:

I don't know how open to suggestions you are, but I think an LES that is compatable with this mod would be a great feature. My reason being that if you abort on the ground or too close to the ground, you crash because your parachutes don't have time to deploy. Downloading a whole other mod with loads of parts other than an LES just to get an LES seems silly if you're not going to use the other parts in the mod. Creating one out of existing parts in-same defeats the purpose of having a stock one.

If there is a mod that adds just a better LES and I'm missing it, can someone tell me?

Take a look at this:  

 

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  • 2 weeks later...
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On 16/07/2016 at 8:34 PM, Virtualgenius said:

The realchute MM config is not playing nice with the FASA mod now causes the rockets to flip on ascent 

That happens because the drag cube system used by the FASA's parachutes. You can fix it by commenting (or removing, ¯\_(ツ)_/¯) the DRAG_CUBE and MdoduleDragModifier inside the parachutes cfg file.

like this:
 

Spoiler


MODULE
{
  	name = ModuleParachute

	semiDeployedAnimation = semiDeploy
	fullyDeployedAnimation = fullyDeploy
	invertCanopy = true
	autoCutSpeed = 0.5
	capName = cap
	canopyName = canopy
	stowedDrag = 0.20
	semiDeployedDrag = 5
	fullyDeployedDrag = 650
	minAirPressureToOpen = 0.02
	deployAltitude = 250
	deploymentSpeed = 0.15
	semiDeploymentSpeed = 0.5
		chuteMaxTemp = 1800
		chuteThermalMassPerArea = 0.1
		heatConductivity = 0.01
//	autoDeployDelay = 3	
}

	
//	DRAG_CUBE
//	{
//		cube = PACKED, 0.1568751,0.6572061,0.4137059, 0.1568751,0.6572724,0.4137059, 0.2767665,0.6422904,0.3861047, 0.2767665,0.8637785,0.176505, 0.1602633,0.6481676,0.614841, 0.1602633,0.6762733,0.6371409, 6.735325E-06,0.103434,0.01847693, 0.6306692,0.3626097,0.6123547
//		cube = SEMIDEPLOYED, 7.525329,0.2318662,0.5391445, 7.525329,0.227902,0.5391445, 0.5277259,0.06571814,4.172107, 0.5277259,0.1769343,14.9913, 7.588403,0.2288947,0.7006975, 7.588403,0.2283394,0.7967932, 6.556511E-07,8.838122,1.147389E-05, 0.8259839,17.83199,0.8210163
//		cube = DEPLOYED, 72.87113,7.589109,4.578267, 72.87113,7.573455,4.578267, 52.80032,8.565606,4.172107, 52.80032,6.532588,14.9913, 73.68147,7.515025,4.551372, 73.68147,7.478681,4.551372, 6.67572E-06,8.838122,0.0001244545, 8.25984,17.83199,8.210144
//	}
//	MODULE
//	{
//		name = ModuleDragModifier
//		dragCubeName = SEMIDEPLOYED
//		dragModifier = 2
//	}
//	MODULE
//	{
//		name = ModuleDragModifier
//		dragCubeName = DEPLOYED
//		dragModifier = 16
//	}
	MODULE
	{
		name = ModuleTestSubject
		environments = 4
		useStaging = True
		useEvent = False
	}

 

 

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4 hours ago, Murdabenne said:

RealChute Stack Chute does not have any entry for CLS - meaning it blocks crew transfers across it using ShipManifest. Fuel and power seem to work OK

Why should RC have configs for other mods like that? Even assuming that the part was meant to allow crew transfers.

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You post sounds a bit hostile - why are you questioning someone reporting a possible bug? All I was doing is dropping the author a line about a possible bug or missing functionality.  Its not a criticism of the pack, its the right thing to do, to share a possible defect or improvement.


OK, lest answer your questions - Why, Starwaster? Because most part sets that have adapter pieces do that for the more popular addons.  For instance, Dr Chop's part set that have modular parachute adapter which allows you to put chutes on the nose and still use it as a docking attachment. Or USI, and the other big part sets. Its common practice to toss in a cfg script for module manager to handle compatibility, because few people use just a single addon.

Also, addressing the "assuming it was meant to allow passage": if its not supposed to allow crew passage then perhaps it should be marked as such.  Right now, unlike the great nosecone parachutes, it is flat, the right size, and has graphics that indicate it can be used as an attach point for a docking  port on top of the capsule, where they usually go.  And where a pass thru with a parachute function would be ideal.  Just like the Apollo capsules. So its not an unwarranted assumption.

All that is needed is modmanager cfg entry that goes something like this:

 

@PART[WhataeverItsCalled]:NEEDS[ConnectedLivingSpace] 
{
    MODULE
    {
        name = ModuleConnectedLivingSpace
        passable = true
    }
}

I have this in my private mod scripts to fix it, but I figured the author might want to know and prevent other people from having the same problem, save some time/hassle for his users.

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would it be possible to add an autocut delay option... i.e. delay the chutes cut at landing by a few seconds... useful for long craft that land on one end and then fall down... intentionally.

would look into it myself.. but i don't know c#... just some java

Edited by Commissar
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